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Posted

Well, sales arent' very good compared to BB or Persona, but Japan is all about handheld consoles. Home consoles and games for them in Japan are in decline, everything is selling worse than before.

 

Video games in general have been on the decline (although it is slow) so it's not just Japan. There's people who theorize that we're slowly progressing to another crash like back in 1983. It's not entirely unjustified either as similar patterns are showing (multiple consoles, inflation of games being made etc.). If it comes to pass, I wonder which game will be the new E.T that ends up buried in the landfills of New Mexico...

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Posted

I downloaded the Leo Pachi video, does anyone feel I should upload it to youtube? If so, would I get penalized by ArcSys?

I dont see how you can get penalized since it's an official video, unlike the previous Leo videos.

Posted

You sure about the positive proration thing?  With I-No, if I CH 5H > 5D > homing dash j.H > j.D > c.S > 6P > 5H, I get the same damage as if I 5H > RC > 5D > finish the same combo.  It does look like it removes the RC proration, but I'm not seeing bonus damage, and I'm doing the exact same combo.  I still get the same damage if I crank RISC.

 

Still, that's pretty cool.

 

bleh, did a little more testing. it seems what's actually going on is after 6D, each normal that continues the dust wallstick gets +5 base damage added. you lose the +5 modifier once the opponent slumps. goofy xrd mechanic

Posted

No... =/

 

招待機能の代替となる機能を追加致しました。4桁の英数字にてルーム検索用IDを発行し、ルーム検索にご利用頂けます。下記に詳細がございますので併せてご覧ください。

 

Google Translate:

 

"We add an alternate to become functions of the invitation function. Issue the room search for ID at 4-digit alphanumeric, available in room search. Refer to the because there is more detail below."

 

http://ggxrd.com/playermatch.pdf

 

Why they didn't add an invite option?  :vbang:

 

Oh my god what in the actual fuck

Posted

Just found something I think deserves further testing by other people.

I was practicing Zato BTL+Nobiru YRC juggles vs a grounded opponent and noticed I was getting two different damage values on my followup combo. I thought that was strange, considering that YRC's are "supposed to have 80% forced proration".

Rather than type a long post of garbage, I'll just say that if you find a way to combo someone AFTER the time-slow effect has ended, but they're still comboable, the game will ignore the forced proration.

Test the timing with something like yrc damned fang vs yrc slight delay damned fang. If you execute the damned fang just as the screen begins to brighten from the time-slow, you get the full damage.

Try this:

Millia mid-screen 236S YRC dash ASAP close S(1) 2H j.S j.D IAD j.P j.H is 160 vs Ramlethal

The same combo done with the close S done ASAP without the dash is 133.

The difference is time-slow effect vs non-time slow.

A better way to put this is that the forced proration is only in effect for X amount of frames after an RC and X is not a very long time. I'm not sure how long X is, maybe it's in the frame data somewhere and this is common knowledge, but there it is.

Seems it is best to delay followups slightly in these situations in order to get the maximum damage possible.

Sloppy post, don't care.

Thoughts?

Posted

bleh, did a little more testing. it seems what's actually going on is after 6D, each normal that continues the dust wallstick gets +5 base damage added. you lose the +5 modifier once the opponent slumps. goofy xrd mechanic

 

Well, however the damage is being calculated, it also occurs with homing jump launch.

 

Just found something I think deserves further testing by other people.

I was practicing Zato BTL+Nobiru YRC juggles vs a grounded opponent and noticed I was getting two different damage values on my followup combo. I thought that was strange, considering that YRC's are "supposed to have 80% forced proration".

[... omitted explanation for space reasons]

Thoughts?

 

Pretty sure that YRC doesn't add 80% forced proration and that it's only RC that does it.  If I do YRC VCL > c.S, c.S does 31 damage.  If I do CH FFVCL > c.S, c.S does 31 damage.

If I do raw c.S, it's 34 damage.  If I back up and shot a note first, then YRC, dash ahead of it, and hit with raw c.S, it does 34 damage.

 

If you're getting inconsistencies, make sure that the training dummy's health fully comes back before you start your next combo.  You don't want guts to kick in and scale it.  Also double check your RISC gauge if you're doing resets or mixups out of block pressure.

Posted

Well, however the damage is being calculated, it also occurs with homing jump launch.

 

 

Pretty sure that YRC doesn't add 80% forced proration and that it's only RC that does it.  If I do YRC VCL > c.S, c.S does 31 damage.  If I do CH FFVCL > c.S, c.S does 31 damage.

If I do raw c.S, it's 34 damage.  If I back up and shot a note first, then YRC, dash ahead of it, and hit with raw c.S, it does 34 damage.

 

If you're getting inconsistencies, make sure that the training dummy's health fully comes back before you start your next combo.  You don't want guts to kick in and scale it.  Also double check your RISC gauge if you're doing resets or mixups out of block pressure.

These are match start conditions. RISC gauge has nothing to do with it.

Do YRC damned fang ASAP, then do normal damned fang. Or Hammerfall YRC p-buster vs regular P-buster. They have scaling.

EDIT:

Tested SL vs SO

5H = 50 dmg

Raw YRC 5H = 40 dmg (80%)

Posted

Yeah this is definitely a helpful tip!

There's some Ky juggles you can do off 623H-RC that definitely get boosted damage if the screen stops being black.

 

In combos though, this will probably only be important to keep in mind with attacks that launch the opponent into the air. If you RC a ground hit, isn't the opponent usually able to recover when the black fades away?

Posted

Yeah this is definitely a helpful tip!

There's some Ky juggles you can do off 623H-RC that definitely get boosted damage if the screen stops being black.

 

In combos though, this will probably only be important to keep in mind with attacks that launch the opponent into the air. If you RC a ground hit, isn't the opponent usually able to recover when the black fades away?

It's way more difficult to make use of this with RRC because RRC's time-slow effect lasts so long that any move you want to delay followups on may just knock them down during the time-slow (VV RRC for example).

YRC's have a much shorter fixed time-slow duration, so it is possible for some attacks to be untechable past the point where the time-slow ends. Nobiru is the best example of this.

Posted

Anyone know what causes Ky to lose his hairband?

You're serious, right?

 

Anyways, 2 possible explanations... 1. If he trips too much or w/e, and 2. Automatically happens if struck by an IK.

Posted

Why would I be anything but? His standard model is a turn-off, but without the hairband he looks a bit more tolerable. Kind of reminds me of E. Ryu. 

Posted

To clarify on the varying damage issue, yes, this has been a known mechanic for some time. Any attack that connects during the slowdown of any type of Roman Cancel (Mortal Counter slowdown is exempt) triggers 80% forced proration, so long as it's the person that initiated the slowdown. This proration will be inflicted even if a heavier proration is already in place (such as Roman Canceling a throw), but it only applies once per combo, so Roman Canceling a second time will not trigger an additional 80% forced proration. If you can bypass the slowdown, you can bypass the proration, so if you Roman Cancel a move that would otherwise be untechable (or close to it), you can simply wait out the slowdown before resuming the combo. Super freezes also automatically end slowdown.

The bonus damage on wall stick is pretty interesting though. It seems to only apply to the unique multi-wall stick caused by a Dust Attack in corner.

Posted

Can I just express how much I fucking love Blitz Shields? They're so goddamn awesome.
But actually playing the game confirmed what I thought ahead of time from watching it - I fucking loathe Danger Time.
 

In general though I find this game bloody fantastic and am not going back to +R ever.

Posted

Anyone come up with a quick way to unlock Sin? 

 

Do you get points for beating Story mode more than once?

Posted

Anyone come up with a quick way to unlock Sin? 

 

Do you get points for beating Story mode more than once?

Do challenge mode with all the characters. By the time you clear 300 total challenges you should have him and most of them are super easy. (also has a side-benefit of actually teaching you stuff about how to play the game and isn't just a brainless grind with no value to it beyond the points)

Posted

Anyone come up with a quick way to unlock Sin? 

 

Do you get points for beating Story mode more than once?

 

Do Tutorial Mode = 20,000

Do 1-20 challenges (the easy ones) for all characters = 300 x 20 x 16 = 96,0000

Do all Leo and Elphelt (the two easy characters to full clear) challenges = 40,000

Do all missions = 1000 x 50 (? I forget exactly how many there are) = 50,000

 

And that should be more than enough for Sin.  Too bad you can't clear Sin to unlock Sin because he has the easiest challenge mode of them all.  Takes like 10 minutes to full clear even if you're bad.

Posted

Can I just express how much I fucking love Blitz Shields? They're so goddamn awesome.

But actually playing the game confirmed what I thought ahead of time from watching it - I fucking loathe Danger Time.

 

In general though I find this game bloody fantastic and am not going back to +R ever.

 

I agree.  Either make it NOT random or get rid of the shit.

 

IMO I do prefer Reload, but I like this game tons more than +R.  It's a great game, just not a perfect one...then again no game is.

Posted

If Danger Time is made not random, what do you think should be the trigger? I personally think it should be triggered after around 3-5 clashes of attacks that aren't P or K Normals in a row.

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